For those people who asked I found the stats for my custom unit called assassin:

Skill:1d6+2
Move:7"
armor:5
Cost:12cp

Skills:

Target: An assassin must go after his target and try not to kill anything else. At the beginning of the game, after setup, assign targets to each assassin by writing the target on a piece of papper or index card.After the target is killed a new target is assigned. Assassins get plus two on all die rolls concerning the target and minus two on all rolls concerning enemy units other than the target.

Stealth:An assassin gets 1/3 cover while moving and 2/3 cover while standing still. These bonuses add to existing cover and can make him nearly invisible and cannot be spotted unless he calls attention to himself or is spotted by an enemy scout.

Dying Breath: Due to loyalty, when an assassin is killed they get one attack or Assassin Strike before death.

Assassin's Aura: An assassin's presence greatly troubles the targeted minifig and causes them to have minus 1 on all rolls, but when the assassin gets within a 10" radius of the target, the target becomes seriously freaked out resulting in -2 on all die rolls.

Gymnastics: asssassins can climb any distance and only count it as 1" and do not take damage from falling.

Then there are the special weapons that they get to use:

Assassin Blade:

Any hand weapon.
Cost: 10cp
Use: As listed on weapon cahrt for weapon size
Range: CC
Damage:1d10+2
Poison(optional): 10cp, if the weapon hits, roll 1d6 for every turn after the hit until death or cured. If the 1d6 rolls a 1 the target is dead, otherwise nothing happens.

A backpack or tabk put on the front of a minifig.
Cost: 20cp
Use: 3
Range: CC
Damage: 1d10+3
Radius:3"

Sorry I don't have any guns yet but I will soon.

Now remember that only assassins can use these weapons.
I hope you enjoy making your assassins and killing their targets! If you have any ideas please tell me! I would also like to see your assassins so please PM your creations!

-Nero

Last edited by __Nero__ on Thu Jan 03, 2008 11:19 pm, edited 4 times in total.

sounds pretty good, if the targeted unit system is a bit confusing. who picks the targets? i'm assuming the assassin's player?

and the only thing i'd suggest is to put stealth into the same fashion as the scout and ninja's stealth abilities, and either getting rid of the assassin's strike or all other attacks altogether. keep in mind, a 1/2 chance of slaughtering a minifig is usually too good to pass up, ESPECIALLY if they're designated hero killers. thusly, all other weapons are obsolete.

also, since assassins are hero killers, perhaps they could negatively affect heroic feats? like if an assassin is within a certain range of a hero, the feat is less likely to be successful, or maybe not even possible at all!

ok i'll take out the assassins strike. I do like that idea for the heroic feat disability though. And just to clarify, the assassin's player choses the targets. You can have as many assassins as you can afford.

EDIT: I added the rule called Assassin's Aura which is basically IVhorseman's idea.